Design and Development of Semiconductor Courseware For Undergraduate Students

2011 ◽  
Vol 11 (5) ◽  
pp. 883-887 ◽  
Author(s):  
Suzaini Sihar ◽  
Sidek Hj Ab Aziz ◽  
Zainal Abidin Sulaiman
2021 ◽  
Vol 83 (3) ◽  
pp. 164-175
Author(s):  
Ерді Окан Їлмаз ◽  
Нуреттін Шімшек

This research discusses the process of designing and developing a flipped learning environment, which is one of the blended learning approaches, through integrating the discussion environment in order to eliminate some of its limitations. In this context, in order to improve the interaction of students in various dimensions, the discussion environment was integrated into the traditional flipped learning environment. The environment was designed to be discussion-oriented so that students can access the learning content and discussion media simultaneously on the same screen. The method of research was determined as developmental research. In this regard, environmental design and development steps were followed in accordance with the developmental research steps. PHP, JavaScript and MySQL databases were used in environment developing processes. The system was built on WordPress content management system, the course videos were recorded in a professional studio environment, and editing and production stages were carried out by the researcher. The newly-designed and developed prototype environment was tested by both nine field experts and 42 undergraduate students studying at Uşak University in Turkey. To evaluate the pilot environment developed, "Expert Environment Assessment Form" was used to get expert opinion and "Pilot Application Evaluation Form and Opinion Questionnaire” was used to get student opinion. The expert opinion and evaluation form was comprised of three parts. General features of the discussion-oriented flipped learning environment were discussed in the first part, and the features of flipped learning environment were discussed in the second part. The last part included the items related to the visual design features of the new environment. In line with the opinions received, final evaluations were made, and the environment was put into its final form. In line with feedback from students and experts, it can be stated that turning the flipped learning environment into a discussion-oriented structure positively affects the satisfaction levels of students about the environment.


2001 ◽  
Author(s):  
Jason R. Allen ◽  
Ann M. Anderson

Abstract This paper describes the design and development of a facility for the study of jet impingement heat transfer. The facility was designed to teach undergraduate students about the relation between fluid mechanics and convective heat transfer. It consists of a heated surface mounted perpendicular to a 9.8 by 3.8 cm slot jet nozzle on an adjustable base. A small compact blower serves as the air supply and is also mounted on the base. The jet to surface gap distance can be varied from 0 to 25 cm and the jet velocity can be varied from 2 to 15 m/s. The system uses particle image velocimetry (PIV) to measure the impinging flow velocities and liquid crystal thermography (LCT) to measure the temperatures on the heated surface. This paper will discuss the design constraints, the design options, and several analyses used to size the jet nozzle and the heat transfer surface. The final design will be presented as well as some typical PIV and LC results which illustrate the jet impingement cooling phenomena.


This chapter revisits the concepts and elements important in game design, in particular in relation to a new educational game called Simulation of Business Strategy (SiBS) developed for students of business innovation. The Learning Objectives (LOs) ethos and content of a teaching module called Management of Engineering and Technology Innovation (METI) delivered to second year undergraduates are explained. These are used as the basis for the design of the SiBS game and its subsequent evaluation trials on a cohort of 101 undergraduate students. The stages of game design and development are described, starting with the scenario based on a project to establish and expand a company manufacturing a product and selling to the retail trade. Decisions were required from small teams on issues such as pricing, financing, parts supply, marketing and quality, Key features are identified that will enhance the motivation to learn, such as challenge, collaboration, competition, goal-setting and feedback.


2017 ◽  
Vol 13 (08) ◽  
pp. 60
Author(s):  
Sirimonpak Suwannakhun ◽  
Tanes Tanitteerapan

This research presented the design and development of distance laboratory package for teaching undergraduate students basic electronics experimental learning via LabVIEW program. In order to make more understanding by additional practicing in conventional contents rather than studying only theory in classroom. This research is consists of two main parts. The first part is the design and development of the experimental set. The subject contents were analyzed to design the experiment. The competencies and skills in each topic were defined by using objective analysis. The design of experimental procedures and tools for laboratory were implemented by using task analysis. The second part is the design of laboratory sheet. The laboratory sheets were designed on LabVIEW program. The results of study revealed that students who studied with the specified experimental set have more achievement learning with significantly increasing at level 0.05.


Author(s):  
Jennifer McCabe

This chapter describes the design and development of a game that was created to teach undergraduate students concepts related to health literacy. A brief discussion of the nature of games and how and why they appeal to college students is followed by a synopsis of some of the literature that influenced the design of the game in 2005. The chapter goes on to describe the game in detail, including the learning objectives, gameplay elements, design challenges, and skills included. The chapter will conclude with a discussion of some evaluations that were done on the game and direction for future development.


2019 ◽  
Vol 28 (3) ◽  
pp. 1257-1267 ◽  
Author(s):  
Priya Kucheria ◽  
McKay Moore Sohlberg ◽  
Jason Prideaux ◽  
Stephen Fickas

PurposeAn important predictor of postsecondary academic success is an individual's reading comprehension skills. Postsecondary readers apply a wide range of behavioral strategies to process text for learning purposes. Currently, no tools exist to detect a reader's use of strategies. The primary aim of this study was to develop Read, Understand, Learn, & Excel, an automated tool designed to detect reading strategy use and explore its accuracy in detecting strategies when students read digital, expository text.MethodAn iterative design was used to develop the computer algorithm for detecting 9 reading strategies. Twelve undergraduate students read 2 expository texts that were equated for length and complexity. A human observer documented the strategies employed by each reader, whereas the computer used digital sequences to detect the same strategies. Data were then coded and analyzed to determine agreement between the 2 sources of strategy detection (i.e., the computer and the observer).ResultsAgreement between the computer- and human-coded strategies was 75% or higher for 6 out of the 9 strategies. Only 3 out of the 9 strategies–previewing content, evaluating amount of remaining text, and periodic review and/or iterative summarizing–had less than 60% agreement.ConclusionRead, Understand, Learn, & Excel provides proof of concept that a reader's approach to engaging with academic text can be objectively and automatically captured. Clinical implications and suggestions to improve the sensitivity of the code are discussed.Supplemental Materialhttps://doi.org/10.23641/asha.8204786


2010 ◽  
Vol 20 (1) ◽  
pp. 10-14 ◽  
Author(s):  
Evelyn R. Klein ◽  
Barbara J. Amster

Abstract A study by Yaruss and Quesal (2002), based on responses from 134 of 239 ASHA accredited graduate programs, indicated that approximately 25% of graduate programs in the United States allow students to earn their degree without having coursework in fluency disorders and 66% of programs allow students to graduate without clinical experience treating people who stutter (PWS). It is not surprising that many clinicians report discomfort in treating PWS. This cross-sectional study compares differences in beliefs about the cause of stuttering between freshman undergraduate students enrolled in an introductory course in communicative disorders and graduate students enrolled and in the final weeks of a graduate course in fluency disorders.


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